by s3xy_j0nny » Mon Sep 13, 2010 12:33 pm
Ja, one of the hardest, and yet the most important things for squad members to adhere to in a clannie is the chain of command. You may not agree with/like an order issued by your SL, but our success as a team depends on you following orders quickly and efficiently. A prime example of an excellent squad member (one whom I would pick for my squad any day) is Daz. If at any time during a clannie he is unsure of what to do he asks, quickly and simply "what do you need/where do you want me". That is all it takes if you are unsure of what you should be doing.
Having said that, here are a few simple guidelines for squad members during a clannie which, in my experience, make the SL's job easier:
1. If you have been assigned a certain kit for the start of a clannie, you should stick with that kit until your SL asks you to change it. You may think a situation requires you to change kit, and you may be absolutely right, but you should ALWAYS check with your SL before changing kit. Many of the most experienced players are guilty of kit changing without permission. Several times I have been in a clannie situation where a change of kit by a single player has left the whole squad fucked.
2. If you see your entire squad is down and there is an enemy force still present nearby, find a nice quiet corner and hide. One of the benefits of BC2 is that any member of a squad can act as spawn point. It is far more valuable for your team for you to remain alive as a spawn point in close proximity to an objective than to charge into the same enemies that just killed your teamies and end up with the same fate.
3. Know your own strengths and the strengths of your squad mates, and adapt your play accordingly. As an example, you'll see that there are certain players that will nearly always have a prolific KDR like murgs and Mega. If you are in murgs' squad, chances are that you will benefit the squad and team most by supporting him and keeping him in the business of fragging baddies. These players know where the important movement channels are on each map and have developed their game to cover those channels as effectively as possible.
4. In between rounds is a bad, bad, bad, terrible time to start expounding your ideas on how to shuffle up the team for the next round. End of discussion. One of the reasons we always do better in the second round is that we have settled into our roles and what is required of us on a specific map (admittedly this is something that should be in effect before the match even starts, but practices and walkthroughs are WOEFULLY poorly attended by our team). It may not be the role that a player is best suited to, but they have just spent a round getting into the swing of things, and disrupting that swing can only be detrimental.
5. Lines of fire: The first of my 'pet peeves'. Basically it works like this: If your squad is on a flag capping/defending it, FOR THE LOVE OF ALL THAT IS GOOD AND HOLY, DO NOT SIT NEXT TO YOUR SL OR SQUAD MATES LOOKING IN THE SAME DIRECTION AS THEM. If you see a member of your team covering entrance A, go and cover entrance B/C/D/anywhere other than where he/she is watching. It is becoming an increasingly common occurence in clannies that I get squad members spawning on me and then coming to sit on my lap, resulting in the first baddie that sees us shooting us both to ribbons whilst I watch helplessly because the only line of fire I have is directly into my teamie's back.
6. Revives: My number 1 'pet peeve'. I doubt that there is anyone in [grrr] who has ever played medic that I haven't shat out from a dizzy height about appropriate revive timing. It's the most simple thing to understand: if your squad mate is down and there are still enemies around, think VERY carefully before reviving them. I know that in conquest, every successful revive is a ticket saved, but every bad revive results in 2 tickets lost (the medic and the player that they just revived in front of a tank get creamed) and a delay in a player's respawn time. i.e. If I am dead for 10 seconds, then get revived and insta killed again, that is a total of 25 seconds that I am out of the game before I can respawn and help, whereas if the medic had used their brain and decided against the revive, I would be respawned after 15 seconds and ready to deploy where I am most needed. What we need to remember in clannies is that a dead player who is ready to spawn anywhere on the map can be the most useful player in the game.
7. This one pertains specifically to Mega and I as SL's. We have similar styles as SL in clannies: cap a flag, secure it, leave your squad to defend it whilst you ninja to the next objective. This style of play is particularly suited to maps like Panama Canal which are open and have large distances between flags. The idea behind this strat is to have a spawn point ninja'd close to an enemy flag so that if the flag you are defending is overrun, you can spawn on us and quickly assault the next flag. With this in mind, if I issue the command to defend a flag, THAT COMMAND STANDS UNTIL A NEW ONE IS ISSUED. I don't care if you thought it was time to spawn on me instead, don't fucking do it. This goes back to my opening point: follow orders, even if you think your ideas are better. This happened several times last night vs. SSG.
Will add to this post when I formulate some more thoughts into coherent verbal diatribe.
Addendum:
8. Assess before engaging the enemy: Immediately opening fire on the first baddie you see is not always the best course of action (*GASP!*). En route to a flag last night, my squad encountered a single enemy running past us to the flag we had just left. That enemy did not see us. My orders were along the lines of "straight to flag X, leave the troop". He was headed to a flag that was being defended by our armour and infants. Myself and the first two squad members carried on, whilst the last member of the squad ignored the command and pursued the troop, firing on them from distance. End result: The baddie returned fire and killed that squad member, sighted us and then changed direction to follow us to the flag. By the time we had it neutral, that enemy's entire squad had spawned on him and they proceeded to take down the 3 of us busy capping. There were only 3 of us because that 4th squad member had proceeded to spawn on the flag we had left rather than on his squad at the flag we were capping.
Ja, one of the hardest, and yet the most important things for squad members to adhere to in a clannie is the chain of command. You may not agree with/like an order issued by your SL, but our success as a team depends on you following orders quickly and efficiently. A prime example of an excellent squad member (one whom I would pick for my squad any day) is Daz. If at any time during a clannie he is unsure of what to do he asks, quickly and simply "what do you need/where do you want me". That is all it takes if you are unsure of what you should be doing.
Having said that, here are a few simple guidelines for squad members during a clannie which, in my experience, make the SL's job easier:
1. If you have been assigned a certain kit for the start of a clannie, [b]you should stick with that kit until your SL asks you to change it[/b]. You may think a situation requires you to change kit, and you may be absolutely right, but you should ALWAYS check with your SL before changing kit. Many of the most experienced players are guilty of kit changing without permission. Several times I have been in a clannie situation where a change of kit by a single player has left the whole squad fucked.
2. If you see your entire squad is down and there is an enemy force still present nearby, find a nice quiet corner and hide. One of the benefits of BC2 is that any member of a squad can act as spawn point. It is far more valuable for your team for you to remain alive as a spawn point in close proximity to an objective than to charge into the same enemies that just killed your teamies and end up with the same fate.
3. Know your own strengths and the strengths of your squad mates, and adapt your play accordingly. As an example, you'll see that there are certain players that will nearly always have a prolific KDR like murgs and Mega. If you are in murgs' squad, chances are that you will benefit the squad and team most by supporting him and keeping him in the business of fragging baddies. These players know where the important movement channels are on each map and have developed their game to cover those channels as effectively as possible.
4. In between rounds is a bad, bad, bad, terrible time to start expounding your ideas on how to shuffle up the team for the next round. End of discussion. One of the reasons we always do better in the second round is that we have settled into our roles and what is required of us on a specific map (admittedly this is something that should be in effect before the match even starts, but practices and walkthroughs are WOEFULLY poorly attended by our team). It may not be the role that a player is best suited to, but they have just spent a round getting into the swing of things, and disrupting that swing can only be detrimental.
5. Lines of fire: The first of my 'pet peeves'. Basically it works like this: If your squad is on a flag capping/defending it, [b]FOR THE LOVE OF ALL THAT IS GOOD AND HOLY, DO NOT SIT NEXT TO YOUR SL OR SQUAD MATES LOOKING IN THE SAME DIRECTION AS THEM[/b]. If you see a member of your team covering entrance A, go and cover entrance B/C/D/anywhere other than where he/she is watching. It is becoming an increasingly common occurence in clannies that I get squad members spawning on me and then coming to sit on my lap, resulting in the first baddie that sees us shooting us both to ribbons whilst I watch helplessly because the only line of fire I have is directly into my teamie's back.
6. Revives: My number 1 'pet peeve'. I doubt that there is anyone in [grrr] who has ever played medic that I haven't shat out from a dizzy height about appropriate revive timing. It's the most simple thing to understand: if your squad mate is down and there are still enemies around, think VERY carefully before reviving them. I know that in conquest, every successful revive is a ticket saved, but every bad revive results in 2 tickets lost (the medic and the player that they just revived in front of a tank get creamed) and a delay in a player's respawn time. i.e. If I am dead for 10 seconds, then get revived and insta killed again, that is a total of 25 seconds that I am out of the game before I can respawn and help, whereas if the medic had used their brain and decided against the revive, I would be respawned after 15 seconds and ready to deploy where I am most needed. What we need to remember in clannies is that a dead player who is ready to spawn anywhere on the map can be the most useful player in the game.
7. This one pertains specifically to Mega and I as SL's. We have similar styles as SL in clannies: cap a flag, secure it, leave your squad to defend it whilst you ninja to the next objective. This style of play is particularly suited to maps like Panama Canal which are open and have large distances between flags. The idea behind this strat is to have a spawn point ninja'd close to an enemy flag so that if the flag you are defending is overrun, you can spawn on us and quickly assault the next flag. With this in mind, if I issue the command to defend a flag, THAT COMMAND STANDS UNTIL A NEW ONE IS ISSUED. I don't care if you thought it was time to spawn on me instead, don't fucking do it. This goes back to my opening point: follow orders, even if you think your ideas are better. This happened several times last night vs. SSG.
Will add to this post when I formulate some more thoughts into coherent verbal diatribe.
Addendum:
8. Assess before engaging the enemy: Immediately opening fire on the first baddie you see is not always the best course of action (*GASP!*). En route to a flag last night, my squad encountered a single enemy running past us to the flag we had just left. That enemy did not see us. My orders were along the lines of "straight to flag X, leave the troop". He was headed to a flag that was being defended by our armour and infants. Myself and the first two squad members carried on, whilst the last member of the squad ignored the command and pursued the troop, firing on them from distance. End result: The baddie returned fire and killed that squad member, sighted us and then changed direction to follow us to the flag. By the time we had it neutral, that enemy's entire squad had spawned on him and they proceeded to take down the 3 of us busy capping. There were only 3 of us because that 4th squad member had proceeded to spawn on the flag we had left rather than on his squad at the flag we were capping.